Barbarian
Base Class: Barbarian

Nature has many ways to defend itself. Some turn themselves into ultimate killers, long claws and teeth for ripping and shredding. Others prefer defense, making unbreakable hides and learning to disappear at the drop of a hat. You've managed to turn defense, into an offensive weapon. The Path of the Rubber Tree has enabled to take everything the world throws at you, and throw the pain right back at it. At first, you can only immediately return the pain inflicted upon yourself, but as your strength grows, and you learn to harness that power, it will transform you into the strongest being alive, allowing you to leap over castles, and lift them just as easily.

Redirect Power

3rd Level Path of the Rubber Tree Feature

You've learned to channel your rage in a way that helps your defense as well as your offense. As many times a day equal to your Constitution modifier (minimum of 1), you may use your reaction to take half damage from an incoming attack, and deal full damage through a melee weapon attack (including unarmed strikes and natural weapons). The damage type itself manifests as force damage.

You regain this ability on a short rest.

Stored Energy

6th Level Path of the Rubber Tree Feature

All damage taken while raging is put into a pool for 1 hour. That pool of points can be added to any Athletics made within that time frame, but not all points must be used at the same time. The application of the points can be used to affect these checks in the following ways:

    Lifting: Every point you use to bolster the check adds 5 pounds to carrying capacity for 1 minute, which is then maintained until you drop or throw the object/creature lifted. If, due to an incoming attack, failed save/check, or time limit expiring, the object/creature is dropped, you must make a Dex save of 15 or be knocked prone.

    High Jump: Every point added adds 1 ft to your vertical jump height. If you add 10 or more points, you do not need a running start to cover your full distance. You must have the movement speed to make the distance. (e.g. if your movement speed is 30 ft, you cannot jump 35 ft.)

    Long Jump: Every point added adds 1 ft to your long jump distance. If you add 10 or more points, you do not need a running start to cover your full distance. You must have the movement speed to make the distance. (e.g. if your movement speed is 30 ft, you cannot jump 35 ft.)

 

Risky Swing

10th Level Path of the Rubber Tree Feature

 For 1 minute after receiving damage from an attack, you can subtract 10 from your melee attack roll, before you roll, to deal double the damage dealt from a specific attack. The damage from this attack manifests as force damage, and on a hit, uses points from the Stored Power pool.

Launching Strike

14th Level Path of the Rubber Tree Feature

Points from the Stored Power pool can be added to melee attack rolls, strength saves, and melee attack damage rolls. If more than 50 points are added to the damage roll, the creature taking damage must make a strength saving throw versus your melee attack roll, or be pushed back a number of feet equal to the amount of points used from the Stored Power pool, divided by five. Points are also kept in the Stored Power pool until used, there is no longer a time limit on how long they are kept.

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